Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
2 stage payload map, by Laz
all major bugs fixed, some minor lighting bugs remaining.
-fixed getting stuck inhallway after the first cp was taken.
-seam in floor of skybox is fixed
-more clips added so players dont get stuck behind little corners
-added more detail
-forward spawn issues in stage 2 has been fixed.
-red spawn in stage 1 is more balanced.
-it is no longer possible to shoot through the cart.
-added "ding" sound when cp's are capped.
-some models are not lit properly.
Pros: GREAT MAP, well balanced. Played on DDtf2.clanservers.com 24/7 map.
Cons: only con is the filesize....even bzipped its still takes a while to download ;p (fast download server)
LOVE THE MAP THO
Improvements: maybe optimize size, cut down on areas that dont need a focus or something
Frontpage? cool :D
Well some old bugs still snuck into this release. I had to redo going from beta 4 to 5, as I lost my source files somewhere in normandy, and it appears I forgot to refix some bugs. The spawngate of red's forward spawn in stage 2 is buggered.
The timers still need alot of tweaking, and I still need to create a propper explosion at the end, instead of the current's placeholder.
also the cart transition from stage 1 to stage 2 needs to be filled in ;)
Pros: Very well structured, nice balance of defensive and offensive positions, plenty of sentry spots, that kinda thing.
Cons: Explosion is a little weak, but I imagine that'll be left for nearer full release? There's also the final cap at the first leg of the map - the cart just sitting there looks odd.
Improvements: Make the cart move into the little shed after the final point of the first leg, and maybe add something that makes the end point a bit more distinctive - as it is it looks like it should just continue on to a third leg.
Notes: This is looking really good so far, and grats on making the front page
Thanks for the feedback! I really appreciate people taking the time to write proper critique :D
this map is nearing its final version, so I'm glad to hear everything just "works" :D
I've been having my doubts about the missing roof tile in the white roof, so I'll change that.
Pros: Looks very nice, everything just "works," and I look forward to playing this map with others, players get a new style of play because of the roof accessibility and many side passages.
Cons: Some places look slightly awkward, and the map seems to be a little red friendly.
Improvements: All perspectives are from Blue side.
-Stage 1: Cap 1; In reddish building to the left of capture point, spread out the particle effects, also maybe destroy the roof a bit to add more natural lighting.
-Stage 1: Cap 1; just to the left of spawn exit, there is a "Blue" sign, nex tot it there is a ledge that players can get on and see a glitched skybox.
-Stage 1:Cap (2?); At the brick archway with the truck, the small walls seem out of place.
-Stage 1: Cap 3; At the end, the little red box the cart ends at is very boxish, and the door texture used on it is very ugly.
-Stage 2:Blue Resupply; A Red uniform locker is leftover and is out of place, a vent is sticking out near the door, the resupply locker is hard to see when hidden among the normal lockers(out of place) and the cart is coming from nowhere.
-Stage 2: Cap 1; To the left there is a white-roofed building, and there is a missing board/tile in the roof. It is unnecessary and awkward.
-Stage 2:Cap 3; On the white roof above red resupply, with the "Red" sign, a player can get up there and doesn't collide with any of the props. Either add collisions or add player clip.
I would need to play with other people to know more about the balance.
Notes: I really like the target range in first blue spawn!
Gives players something to do while they wait.
Overall nice map.